Eroax
eroax.bsky.social
Eroax
@eroax.bsky.social
Game Dev, 3D Artist, and Guy who uses Blender for Everything.
Probably bad timing to ask right after this, but for reference do you know if you hit/did something specific.

Cause, could be, wrong but the output reads like issues I've run into with import scripts and setting the "owner" property (or not setting it). Yet the history mentions "Set Mesh"?
January 31, 2025 at 9:46 AM
Unless I'm misremembering Blender doesn't have backface culling on by default, so that's probably why it looks fine there.

Also there's a lot of ways to accidentally mess up the normals, to make it easier to check you can turn on the "Face Orientation" overlay.
January 22, 2025 at 7:25 PM
To avoid the overhead of Triplanar mapping you can also use "Correct Face Attributes" in Blender for a similar effect. It doesn't work on everything, but it'll "extrapolate" out your UVs.

Plus it'll import straight into Godot if you use a gltf/glb file. (.blend is inconsistent in my experience)
January 7, 2025 at 7:23 PM
This is so cool! Are you planning to put the code up anywhere so people can peek at it? Cause this seems so nice for putting UI in 3D, which is something I've wanted for absolute AGES. AND keep failing at. Even tried recreating it, and got *something* (it was worse a bit ago so progress)
December 15, 2024 at 8:24 AM
Ah okay, sorry you mentioned getting shaders from nodes so I thought you'd messed with it and managed it somehow.
December 14, 2024 at 12:45 PM
Alright I have to check, but I thought Godot couldn't import full shaders from Blender? Did I miss something and there's a way to do that? Cause damn would that be nice.
December 14, 2024 at 7:20 AM
Ah gotcha that makes sense. I'm the same with Blender personally. I make as much as I can there, then bang my head on import scripts to make it work lol
November 28, 2024 at 12:15 AM
Makes sense, throwing some noise on things always seems helpful for breaking them up.
November 27, 2024 at 8:41 AM
Huh, I'm gonna be honest I assumed the remesh would come out worse. It never tends to go well for me.

Definitely gonna have to use this for some environments now. Thanks!
November 27, 2024 at 8:41 AM
Alright I know you say don't ask, but I *have* to know how you use GIMP for game development. Using things for what they're not intended for is one of my favorite things.
November 27, 2024 at 8:33 AM
This is so cool! Also so helpful, I've been trying to figure out how to do something like this for ages. Cause interiors drive me crazy.

What's the wireframe like though? I debated booleans but I always worry it'll mess it up too much.
November 27, 2024 at 6:17 AM
But snow for 3/4s of the year is the best!!
November 26, 2024 at 7:23 PM
Snow is the best part of fall though!
November 26, 2024 at 5:28 AM
Ah okay so it's essentially a state change at a certain point in the animation. Interesting... I'll have to mess with that. Thanks!
November 23, 2024 at 12:44 AM
I've used Atlas Textures for UI before and if nothing else, they're a *pain* to setup. Each part of the atlas needs it's own resource that has it's own values set by hand, at least in my experience (could probably automate it). I've just moved around UVs, albeit for a simpler problem
November 22, 2024 at 12:19 AM
This looks awesome!

I always spend ages tinkering with animation transitions for this stuff, that or root motion. How do you handle the transitions ?
November 21, 2024 at 11:33 PM